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/ic/ - Artwork/Critique

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>> No.3315971 [View]
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3315971

It's not that I don't like it it's that I'm not social and outgoing enough so 1/2 the time I get absorbed in drawing, I'm constantly battling very negative thoughts.

I also have bad self control about video games and can end up marathoning one game for five days while I'm supposed to be doing commissions. I've delayed commissions before because of games.

It's really a double edged sword because games were what inspired me to draw when I was a kid and now they're more of a vice. I can't buy or enjoy most new games because of the time needed to (I like JRPGs and other time intensive stuff) and the guilt that comes with it.

Once heard something I'll never forget from an industry pro: "Studios look for people who love games, not gamers".

>> No.2987083 [View]
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2987083

good pixelart takes just as much time as good painted art, alternating ditheringstyles to get textures down, pushing pixels to get small nuances in character animations etc

>> No.2244446 [View]
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2244446

>>2244422
With a sprite that simple it would benefit from hand-drawn animation as opposed to something modular. Modular animation for 2D sprites should only be used if the sprite is either too large (at this point you're better off using vector graphics if it's a video game) or sprites with an obscene amount of detail (Metal Slug, pic related for example). The rotating pixels look really awful and makes the lines a lot more rough than they actually are. The teapots especially looks worse when rotated. I understand it's in there due to limitations from the developer, not being an artist/animator themselves, but it just doesn't look good. It's better than having no animation at all, but it's very rudimentary.

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